[BRM] Mill Rogue is Back!
- Last updated Apr 23, 2015 (Blackrock Launch)
- Edit
- |
Wild
- 10 Minions
- 20 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 4640
- Dust Needed: Loading Collection
- Created: 4/3/2015 (Blackrock Launch)
- airbass0
- Registered User
-
- 5
- 6
- 17
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
780
BRM's first wing is now availabe and we have a new rogue card called Gang Up. It is a fantastic card especially in a mill type of rogue. It gives that extra push to mill rogue which wasn't a much reliable deck before. Of course the meta hasn't settled yet, but I'm sure that you're going to find this deck flawless. If you're not familiar with mill rogue strategy I strongly recommend you to watch some mill rogue plays even the old ones could help you. I added some alternatives for missing cards because people are asking for the same card replacements you can chek them if you're in trouble. Also there is an introduction video at the end of the page. Now let's talk about the deck.
You should aggresively search Coldlight Oracle in mulligan because almost the whole deck strategy is structured around it. (except the most aggro decks, you should search for shadow step and healbot against them and you should also think to use gang up to Healbot according to the game). If you have only one Coldlight Oracle wait for Shadowstep or Gang Up before dropping it naked on the board. However, against aggro type opponents you might keep Deathlord or Healbot in mulligan because this deck's early game survivability is not that good.
In mid game, start burning cards to your opponent with overdraws. There are some good combos with Preparation Vanish King Mukla Coldlight Oracle and Shadowstep on that purpose. If you don't have any good choices use your card draws to find those combo pieces and try to decrease your opponent's pressure by sapping any high damage and high mana cards.
If you survive till late game, your chances of winning are very high. At this point you have to make a smart decision about using second Gang Up. If you make a simple calculation, you have 5 extra card draws which are mostly needed in order to find your combo pieces. However, you also have 2 Gang Up in your deck which adds total of 6 cards to your deck. Therefore, you are adding one card to your deck. However your opponent should draw at lest 3 (+1 card for you -2 for them) extra cards than you because of 2 Deathlord) even if he or she doesn't draw any extra cards by his own cards which is very unlikely. You should still make a fatigue calculation if your health is low before using last Gang Up. You might want to use it to Antique Healbot in order to survive the fatigue.
Last Edit: I made some tests lately and decided that 2 Azure Drake is a little slow. I took out one of them and added a Shiv which can be used every time in the game and it's just 2 mana which also means that you have much better chances to play your next card draw.Some people suggested, so I also tested Doomsayer which I found really useful against aggros. However, it mostly does nothing against controls because they have lots of removals and silence especially after lots of draws. So, if you want to change the deck a little anti aggro side, you may use it instead of King Mukla which isn't really that effective against aggro opponents. You can use it early turns to decrease tempo or use it after Vanish.
ALTERNATIVES
- King Mukla : The most asked alternative is this of course. You can add a Mechanical Yeti instead of him it has also some good synergies. If you kill it in your turn your opponent can't get rid of that one spare part, also you can fish a Time Rewinder which can be a nightmare for your opponent :D. You can also add a Doomsayer (read the explanations in the "Last Edit" part).
- Bloodmage Thalnos : Just add a Shiv instead of this one. Shiv is a card draw and and extra 1 damage unfortunately for a single target. It also costs 2 mana. So, this is the closest alternative. However I've updated the deck and took out one Azure Drake, so you may have difficulties to use your spells especially Fan of Knives effectively without spelldamage. So, you can also add the second Azure Drake if you don't have Bloodmage Thalnos.
- Preparation : I'm sorry but you can't find an alternative and you also need both of them.
I hope that you enjoy this deck and feel free to suggest any changes.
If you wonder, you can also check my new Shaman deck by this link: http://www.hearthpwn.com/decks/235568-brm-midrange-overload-shaman
Thanks Tales of Lumin for this amazing guide, I strongly recommend you to watch it before testing the deck:
Great deck, took out king mukla and added Emperor Thaurissan works like a charm for me.
I've been playing this deck and it's an amazing fun deck. As a casual deck, so far, great lolfull victorys. At the ladder, not quite great results though I'm using an alternative version because I don't have and can't craft Preparation now. Using Shiv 2x instead.
I would recomend an Emperor Thaurissan as a alternative for holding a bit the board control and spending less mana until the combo-wombo.
Mill loses far far far far far more than the fun combo wins. Not even sure this is a worthwhile gameplay.
What do you think about cho in this deck?
Your opponents can burn you some cards as well it's too risky.
I've tried it and it doesn't really help. Giving your opponent preparations is not great for you. Even shadow step can be bad.
awesome deck :D! played against facehunter and used the 2 shadowsteps and the 2 gang ups for healbot and healed myself so much that he conceded :D
I'm kinda skeptical about gang up at first but seeing it in action.. wow.
<noscript>activate javascript</noscript>This deck has pissed me off soo much ive played it 3 times and every time i didnt get coldlight oracle till last 10 cards even tho i have 2 :(
if you dont get the oracle its just a long painful death having to waste your gang ups on heal bots and deathlords and wasting your vanishes just to survive instead of making them lose cards >.<
do you EVER keep a shadowstep in your hand for mulligan?
I keep it against hunters shadowstep+healbot combo is going to save you if you get a healbot in game. However gang up+healbot is a little slow don't keep it in mulligan against them just use it when you get it. But in general, you keep oracle for mulligan of course and if you get a shadowstep too keep it. Otherwise drop it to increase your chances to get an oracle because you're going to find one of the 2 shadowsteps 2 gang ups eventually.
Is back and just as terrible as it always was. Don't get me wrong it's fun for messing around with and completely awesome when you end a game by playing 4 Coldlights in one turn, but I don't even think it's better than Mill Druid.
Here's my comments on this version of this deck. Answering a bunch of questions I see time and time again. Mainly, I've seen a ton of people playing this deck, and they just get floored when they shouldn't:
General gameplay:
Agro -- Mulligan for Deathlord and Healbot. And pray. Cause quite frankly, decks that can empty their hands are a real challenge for this deck. That said, Deathlord and Healbots (and repeatedly healing a lot) stall out most agro. While Facehunter is the fastest agro threat, Mech Mage is probably the biggest hard counter to this deck.
Everything else -- hard mulligan for Coldlight.
The gameplay is very, very similar to old Miracle. Treat Coldlight as your Auctioneer. You need him early. And you need to protect him.
GANG UP as LATE as possible. You don't want to flood your deck with more cards until you have the cards you need. Usually Vanish and sap are the biggies. Blade Flurry as well.
You do want to get your Coldlight going as early as possible. To both mill the opponent and to cycle your deck. The thing is, you need to protect these early Coldlights. Which means you need to think about when to use him. So don't just slam him turn 3, unless that's the right play (a lot of times it's not).
Also be aware that the nature of Coldlight and Gang Up lets you potentially chain them. In other words Gangin up a Coldlight will help you draw another coldlight to draw another. Once you have the cards you need in your hand, this should be pretty much your basic strat for every turn. Keep his hand full. Try to mill the big threats. Kill the little ones.
BIG VANISH PLAYS:
At Turn 6 you can. Coldlight, Prep / Vanish. Usually this is a board clear. And pretty much guarantees you the win. Make sure you flood his hand first to "kill" the mobs you can't deal with otherwise. Also, keeping up early low damage minion (like Northshire) isn't a bad idea. For bouncing with Vanish, they go back in the order played. Meaning, he gets the cheap ones back first and the newer, more expensive ones tend to get death-milled.
Usually this ends up being a turn 7 play to kill Boom. Just make sure you're keeping his hand full.
TOP 2 CARDS TO GANG UP: Coldlight. Healbot.
I know it seems awesome to Gang up a Dr. Boom or some big uber legendary. But the truth is -- the more Coldlights you have, the quicker the game is, the faster you win. I'm talking decking people turn 8 and 9 AND fatiguing them to death (another 5+ draws after that turn).
DEATHRATTLES:
Be aware -- if you "mill" Deathrattle minions into oblivion off the board, they WILL proc their deathrattle. Meaning Piloted Shredders, Nerubian Eggs, Sylvanas and Deathlord (yours and theirs) need to be dealt with with this in mind. In all likely hood, killing them first and milling their remains might be the best solution.
FATIGUE NUMBERS: 2 Oracles into Fatigue = 4 card draws = 15 damage. 1+2+3+4 (10) + his draw (5).
3 Oracles (9 mana) = 6 card draws = 28. 1+2+3+4+5+6 (21) + his card draw (7).
What I'm pointing out is -- think of this as your combo-wombo. On what turn will you deck him? How many Coldlights do you need to kill him with Fatigue? It also means -- his health really isn't important. Board control, your health, and how many cards he has left are much more important.
If you're thinking about this AHEAD of time, you can play and mill much more aggressively. I see a lot of people playing this deck and going into turns 15 and 16 simply because they are waiting too long to start the mill. You really should be winning / decking by 9 or 10. Chaining Coldlights together allows you to do this.
Specific cards:
SI's -- SI's are a large key element for how Rogue deals with early aggression. Removing them and adding Sludge Belcher is not a good idea imho. Not to mention, you already have Deathlords which are cheap massive taunts (that also help mill). Also, SI's love to bounce. Personally, I'd remove the Azure Drakes and replace with SI's. You'll do a lot better vs agro.
Bloodmage: It's not in this deck for card draw. It's for Spellpower. The card draw can help in early game. But mostly, it helps you get 4 and 6 damage Blade Flurry. 5 dmg Evis. 2 dmg FoK.
King Mukla: Surprisingly awesome. He basically does what Coldlight does in early game, only better. (The bananas are largely useless aand much better for you opponent to have than say 2 cards he actually wants in his hand).
I'd replace Bloodmage before Mukla. But Mukla isn't 100% needed either. He's just very, very good in this deck.
Dancing Swords: Crap. Wait what? No, seriously. Crap. The synergy should be awesome (and it is). The real problem is its just a 4/4 minion that has no immediate affect on the board. And is terrible if it gets bounced. SI on the other hand, will likely do the same 4 dmg Dancing Swords would do attacking with its battlecry alone. Plus trade. Plus have immediate affect. Plus, for a big body, you have Mukla.
If you have an extra space, I'd take BGH over Dancing Swords. Again, more immediate affect. And again, a card that is decent to bounce.
P.S. You can have really bad draws with this deck. An all spell hand pretty much means you lose. Yes, don't we all know the fun of Shadowstep X 2 Prep X 2 Vanish X 2 hands on turn 4. /cry.
SCARY THREATS:
Loatheb: Seriously. KOS! DO NOT BOUNCE! He's so scary to this deck that a 7 mana Eviscerate is worth it!!! So is Coldlight > 7 mana Sap if that'll kill him.
Piloted Shredder: It's not too bad. But you really need to consider the Deathrattle. Same goes for Nerubian Eggs.
Dr. Boom: He's a double triple edged bladed sword. All I will say is he requires a bit of thought. He can be worth it to flood your opponents hand for tempo turns. At the same time, flooding his hand with bots that will splode on your face every time you poof them into oblivion is scary. It can be worth it to just fill his hand and eat the first two bots to the face just to not have to deal with him.
OVERALL THOUGHTS:
Oil Rogue is much more consistent than this deck. But, this deck is a lot of fun. I def prefer this to Fatigue Mage.
P.S. Freeze Mage is also a pretty terrible match-up for this deck. That match up is largely based on the luck of the draw. Can you mill enough of his burn? Or are you just cycling him faster to his burn? Also, there's not a whole lot for you to use things like Backstab and other removal on. You potentially end up milling yourself in this match-up.
Dancing Swords absolutely crushes Priest in the early game because it's in the sweet spot between their removals. And it's a win condition in the fatigue game. You can give the opponent the choice of ignoring it and taking 4 to the face or killing it and taking 3, 4 or 5 damage depending on how fatigued they are.
should i craft thalnos or mukla first?
im having a hard time picking between the two because i really love mill rogue and mukla seems to have a greater impact on it, but thalnos is also really good and can be used in decks like freeze mage and other rogue decks. i guess ill open a few more packs and then craft thalnos if i dont open him
I would definetely play fatigue mage over this.
Wow, I hated this deck before, but after I made adjustments based on your post, I've been on a winning streak. Currently rank 11. Thank you very much!
What would be a good swap for Kezan Mystic against hunter, as Snipe will break the Gang Up combo.
too much of a tech card and snipe isnt common at all in the current meta. just keep using cards that let you reach this decks goal of milling the oppenent